To be a bit clearer there, we've isolated it down to a non-default setting https://github.com/GarageGames/Torque3D ... cs#L27-L52 being misinterpreted. still need to track it a bit more for a proper fix. Also need to hunt down terrain detail blending going a bit pearshaped looks like. (which may very well be stateblock based as well, for that matter.)

We really ought to kill the carbon dependencies. CountMenuItems seems to be completely deprecated at this point.

[edit]

Alternatively, just make TORQUE_SDL default to ON. I'm assuming this is how you guys have been working, and I just found it. There's still some weird bits that I had to comment out between the SDL and Mac layers to get everyone on the same page about where Platform:: implementations were coming from.

[edit 2]

There are some really severe buffer overruns in macCarbFileIO.mm. I opened a PR for Jeff's repo to include these fixes.

And here's my fork, which also has some of the newer patches from the official repo: https://github.com/elfprince13/Torque3DIt builds and "runs", but doesn't seem to be quite working correctly graphically.